Trail of Cthulhu

Transcription

Trail of Cthulhu
TRAIL OF CTHULHU
DOUBLE FEATURE
“Furtiveness and secretiveness seemed universal in this hushed city
of alienage and death, and I could not escape the sensation of being
watched…”
-- H.P. Lovecraft, “The Shadow Over Innsmouth”
century’s horror fiction, he was unwilling
to completely abandon them in his own
work. His earlier fiction happily trades in
such standard tropes, and even his later
hyper-scientific horrors recapitulate and
reshape the Gothic horror archetypes
rather than rejecting them entirely.
This brief examination of Lovecraft’s
treatment of these standards may inspire
Trail of Cthulhu Keepers to likewise
project the classic figures through a
Cthulhoid lens.
The Vampire
On the surface, the two great streams
of horror that flowed out of the 1930s
would seem to have little in common.
H.P. Lovecraft’s “cosmic materialism”
grew in intricate patterns of words,
building sublime dread from the hints
and edges revealed by modern science
and technology. The “monster rally”
horror films of Carl Laemmle Jr’s
Universal Studios (and even moreso
Val Lewton’s horror films for RKO),
by contrast, kept the dialogue to a
minimum and let light, shadow, and
sound breathe life into the very same
supernatural horror clichés that
Lovecraft had dismissed as defunct
relics of the previous century.
Lovecraft certainly dismissed the
Universal horrors. In a 1933 letter, he
wrote: “Last year an alleged Frankenstein
on the screen would have made me
drowse had not a posthumous sympathy
for poor Mrs. Shelley made me see red
instead. Ugh! And the screen Dracula in
1931 – I saw the beginning of that in
Miami, Fla. – but couldn’t bear to watch
it drag to its full term of dreariness.”
Hollywood repaid the compliment,
waiting until 1963 to adapt any
Lovecraft tale to the screen (The Case
of Charles Dexter Ward), and even then
hiding it under an Edgar Allan Poe title
(The Haunted Palace).
But
underground, appropriately
enough, the two rivers blend. Both
Lovecraft and Laemmle drew their
archetypes from the Gothic “terrortale” wellsprings of Shelley, Stoker, and
Stevenson. And both responded to, and
reflected, the terrors characteristic
of their times. Hence, Lovecraft’s retuning of the old horror standards,
and the films’ “Silver Nitrate Gothic”
blend of timeless legend and modern
tension, can combine to throw a blackand-silver spotlight on the Mythos
– or paint a Mythos shadow behind
the made-up monsters -- for Trail of
Cthulhu gaming.
Lovecraft Meets
the Wolf Man
“I may be able to bring you proof
that the superstition of yesterday can
become the scientific reality of today.”
-- Dr. Van Helsing, Dracula
(Tod Browning, dir.)
For all Lovecraft’s dismissal of the
“childish folk-elements” of the previous
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Lovecraft’s tales actually include two
traditional vampires. The monstrosity in
the basement of “The Shunned House”
is a pseudo-scientific translation of the
disembodied blood-drinking spirits
of New England folklore; it absorbs
the entire personality and life-force
of its victims, and engages in a sort of
mesmeric possession similar to Lugosi’s
(and Stoker’s) Dracula. The “vampiristic
attacks” in The Case of Charles Dexter Ward
are carried out by a “lean, lithe, leaping
monster with burning eyes which
fastened its teeth in the throat or upper
arm and feasted ravenously.” To seal the
deal, this vampire is even the resurrected
corpse of a black magician, namely
Joseph Curwen. Slightly widening our
examination we find two more nearvampires. A different black magician,
the witch Keziah Mason in “Dreams in
the Witch-House,” nurses her familiar
Brown Jenkin on her own blood, “which
it sucked like a vampire.” (Brown Jenkin
also echoes the traditional vampire’s
connections to dreams and rats.) Wilbur
Whateley’s twin, the invisible Son of
Yog-Sothoth, fed on cattle “sucked
most dry o’ blood.” Other elements of
the vampire recombine in the titular
“Colour Out of Space,” which drains
the life-energies of its victims and drives
TRAIL OF CTHULHU
Shadows Over Filmland
them into Renfield-like madness, or even
in Cthulhu himself, a dead aristocrat
dreaming in his crypt and struck down
by a wooden ship through the heart.
The Werewolf
Lovecraft also directly adduces a
werewolf legend in “The Shunned
House,” as part of the ancestry of
the house’s vampire spirit, which
furthermore takes on “wolfish shapes”
in the smoke and possesses “wolfish and
mocking” eyes. (The exceedingly minor
Lovecraft collaboration “The GhostEater” is a straight werewolf tale.) One
can also read any of Lovecraft’s tales of
possession, from “The Shadow Out of
Time” to Charles Dexter Ward (again) as
werewolf stories, stories of a human
being transformed into something
brutish against his will. On a still more
symbolic level, the act of being “bitten”
by the Mythos curses unlucky or unwary
scholars with inhuman knowledge -- in
some cases, such as Olmstead in “The
Shadow Over Innsmouth,” leading to
physical transformation also. Finally,
“The Hound” features a human sorcerer
changed into an immortal canine
monster, complete with a grave-robbing
scene the equal of anything from James
Whale or Curt Siodmak.
The Reanimated Corpse
Which leads us to the various
reanimated corpses of the 1930s’
cinematic horrors, from White Zombie
to Frankenstein. Lovecraft’s most famous
Frankenstein is of course Herbert West,
the Reanimator, whose story of hubris
and nemesis closely resembles those of
his cinematic successors. On the literary
front, Lovecraft’s titular “Outsider” is an
agonized Gothic hero-corpse in the mold
of Mary Shelley’s articulate Monster.
Other revenants appear in Lovecraft,
whether hinted (as in “The Statement of
Randolph Carter”), sidelined (as with the
things in the pits in Charles Dexter Ward),
or inhuman (the thawed Elder Things in
At the Mountains of Madness).
The Mummy
Closely related to the reanimated
corpse is the immortal monster-magus
embodied by Boris Karloff’s “Ardath Bey”
in The Mummy. This is one of Lovecraft’s
favorite tropes. In “He,” “The Terrible
Old Man,” “The Picture in the House,”
“The High House in the Mist,” “Dreams
in the Witch-House,” and “The Thing on
the Doorstep” Lovecraft covers virtually
all the immortality bases; the last even
includes a romantic entanglement with
the immortal wizard. “The Festival”
combines an immortal inhuman magusfigure with The Mummy’s trope of
reincarnations (or descendants) falling
victim to ancient machinations.(The same
vibe of primordial evil descending on
modern everymen is a core Lovecraftian
sensation, perhaps most explicit in “The
Shadow Out of Time.”) The undying
sorcerers of “Cool Air” and “The Horror
at Red Hook,” meanwhile, also have that
whiff of Orientalism that makes The
Mummy (and especially its sequels) such
a guilty pleasure. “The Nameless City”
and “Under the Pyramids” add actual
mummies to the mix along with their
Arabian and Egyptian settings. “Out of
the Aeons” may have the best Lovecraftian
mummy per se, but surely the ghouls of
“Pickman’s Model” and Dream-Quest of
Unknown Kadath are Lovecraft’s most
characteristic blends of the immortal,
the magical, and the exotic.
The Mad Scientist
On the other side of the reanimated corpse
is the reanimator, or in larger terms, the
mad scientist, the “Henry Frankenstein.”
In addition to Herbert West, Lovecraft
presents us with Crawford Tillinghast in
“From Beyond,” Dr. Clarendon in “The
Last Test,” Dr. Munoz in “Cool Air,” the
murderous entomologist Slauenwite
in “Winged Death,” and perhaps even
the electrical showman Nyarlathotep in
“Nyarlathotep.” Although the inventor
of the “cosmic radio” in “Beyond the
Wall of Sleep” is almost a sympathetic
figure, he could easily be played as a
mad experimenter on the insane and
unfortunate. Symbolically, virtually all
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of Lovecraft’s protagonists (especially
the overwhelmingly academic later
ones) are “mad scientists” exploring the
frontiers of Things Man Was Not Meant
To Know, and suffering for their hubris.
The Old Dark House
One staple of 1930s horror films is the
“old dark house,” which was already
a cliché when James Whale campily
exalted it in The Old Dark House (1932).
In its pure form, this location entraps the
protagonists, usually innocent travelers
forced to take shelter, in the ongoing
Gothic story line of the house and its
inhabitants. (The house isn’t always
old, or even dark; in The Black Cat, it’s a
gleaming Modernist trophy.) Lovecraft’s
purest Old Dark House is probably the
de Russy mansion in “Medusa’s Coil,”
complete with its overheated narrative
of curses and murder. To an extent,
Lovecraft’s stories are exercises in
widening the Old Dark House. In “The
Shadow Over Innsmouth” the whole town
of Innsmouth is the “Old Dark House,”
in At the Mountains of Madness Antarctica
enmeshes human protagonists in the
ongoing “family drama” represented
by the primordial rivalry of the Elder
Things and shoggoths, and such tales as
“Call of Cthulhu” and “Shadow Out of
Time” hint that the entire world across
geological epochs is an Old Dark House,
complete with Things penned up in the
attic waiting to get loose.
The Cursed Lineage
“Legacy” sequels like Son of Dracula and
Son of Frankenstein foreground the old
Gothic horror concept of the cursed
lineage, as do films like Cat People. This
is another favorite Lovecraft trope,
from “Arthur Jermyn” to “The Dunwich
Horror” to “The Festival” to Charles Dexter
Ward. Sometimes the cursed lineage is
entirely external to the hero, as in “The
Shunned House” or “The Lurking Fear,”
but more often it is intimately bound up
in the protagonist’s self-hood, as in “The
Shadow Over Innsmouth” or “The Rats
in the Walls.”
TRAIL OF CTHULHU
Double Feature
The Haunted Island
From the Haiti of White Zombie and
the Saint-Sebastian of I Walked With A
Zombie to King Kong’s Skull Island, the
mysterious island (often jungled) where
the monster dwells is another powerful
symbol in cinematic 1930s horror.
Likewise, Lovecraft used it powerfully, if
surprisingly sparingly, in his own fiction.
His emblematic “Monster Island” is of
course R’lyeh, the sunken island that
rises in “The Call of Cthulhu.” R’lyeh is
prefigured by the island of “Dagon,” and
by the sunken Atlantis in “The Temple.”
The similarly haunted island of Mu
appears only in the “flashback sequence”
of “Out of the Aeons,” and it’s probably
pressing the point to claim that Australia
represents a haunted island in “Shadow
Out of Time.” Still more tangentially,
this may be the context in which to note
that Lovecraft’s take on searching for
mysterious apes in the jungle, “Arthur
Jermyn,” like King Kong, touches on
interspecies romance, although Lovecraft
foregrounds the issue and plays it for
horror rather than pathos.
The Silver Nitrate Mythos
“My friend said they were horrible
and impressive beyond my most
fevered imaginings; that what was
thrown upon a screen in the darkened
room prophesied things none but
Nyarlathotep dare prophesy…”
-- H.P. Lovecraft,
“Nyarlathotep”
The themes of horror, like its images,
often flow from the same well. Some
elements, such as xenophobia, the
degenerate family, or the clash of
modernity with the undead past,
are traits of the literary Gothic, and
emerge in Lovecraft as well as in the
Universal and RKO horrors. Likewise,
the movies and the Mythos both share
contemporary fears of the loss of the
self (to werewolfism or Deep One
blood), and share in the Frankensteininspired (or Faustian) fear of science
and knowledge. In the age of Freud and
Hitler, of industrial change and global
war, such fears naturally bubble up, in
celluloid and in pulp.
But other central themes of the 1930s
monster movies do not immediately
conform to Lovecraftian patterns. For
example, as with conventional films
of the era, virtually all of them involve
romance, if only as a tacked-on subplot.
Other concerns are more specific
to Universal or RKO horror films.
Accentuating those Silver Nitrate Gothic
elements, which are often sublimated
or downright submerged in Lovecraft’s
tales, brings a whole new palette to a
Trail of Cthulhu game -- Turner Classic
Movies instead of Weird Tales.
Predatory and Perverted
Sexuality
From the subtle simmer of I Walked With
A Zombie to the manic melodrama of
Mummy’s Hand, the Silver Nitrate Gothic
is all about sex. The monsters embody
predatory, even fatal, sexuality in
virtually every case from the Wolf Man,
cursed to kill the woman he loves, to
Kong, slain by beauty. Above and beyond
the simple horror of monster-human
mating, the sex on offer is perverse and
sterile: Dracula’s oral fixation, Irina’s
repression in Cat People, the Monster’s
promise to Frankenstein to “be with you
on your wedding night,” and its sequel
with two madmen giving birth to a new
Eve. It gets even more lurid just below
the surface, from Kong’s bondage fetish
to lesbian overtones in Dracula’s Daughter
to necrophilia and incest in The Black
Cat. Lovecraft’s horror-towns full of
miscegenation and inbreeding hint around
the same territory, although his revision
tale “Medusa’s Coil” and to a lesser extent
“The Thing on the Doorstep” are the only
places where sexuality takes anything
like the foreground. But the material
is there to be mined, if the Keeper and
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players feel up to it. Simply putting a
sexual through-line in every scenario
(whether central or secondary) will
juice the Mythos in unfamiliar directions
rich with roleplaying possibilities. You
don’t even have to violate your players’
personal Hays Code -- just hint and
whisper and suggest, like the scripts of
the 1930s had to.
Psychology
Perhaps appropriately for the great age
of Freudian film-making, the other great
obsession of the Silver Nitrate Gothic is
psychology. The Wolf Man begins with a
psychological definition of lycanthropy,
and much of Larry Talbot’s torment
comes from believing himself insane.
The trance phenomena in I Walked With
A Zombie can be explained as hypnosis,
hysteria, or any other mental illness.
The Boris Karloff film Bedlam is set in
an 18th-century madhouse, and the
1932 version of Dr. Jekyll & Mr. Hyde is
likewise told in starkly Freudian terms,
as the war of id and superego. In Ghost
of Frankenstein, Ludwig Frankenstein
combines his ancestor’s surgical interests
with a specialization in “diseases of the
mind,” making explicit the psychological
inferences in the first film. (For instance,
the Monster’s “abnormal brain” is the
creation of the 1931 scriptwriter, not
Mary Shelley.) The dubious Dr. Judd in
Val Lewton’s 7th Victim and Cat People
is a psychologist, combining the Van
Helsing-style “scholar-hero” with the
“mad scientist.” For all Lovecraft’s
obsession with insanity, very few of his
characters really possess psychological
motivations (as opposed to nervous or
“artistic” temperaments) of the sort that
1930s film audiences would recognize.
The younger Peaslee, in “Shadow Out
of Time,” is HPL’s only important
psychologist narrator; the Silver Nitrate
Gothic has psychologists, pro and
amateur, oozing out of every script.
Keepers should work with the players’
Drives to emphasize such concerns, and
draw NPCs’ mind-scapes in even starker
terms. Designing the landscape, or the
weather, to reflect psychological strain
TRAIL OF CTHULHU
Shadows Over Filmland
(or symbolism) is practically de rigeur
for the Gothic, whether Silver Nitrate
or no.
Corpses and Mutilation
Film scholar David J. Skal proposes
that the memories of the First World
War, and the increasing fears of a
Second, lay behind the Universal films’
propulsive interest in corpses, especially
mutilated corpses. From White Zombie
to Frankenstein, the dead are everywhere
on screen. Freaks and Island of Lost
Souls both feature mutilation and the
grotesque not merely as sudden shocks
(as in the “unmasking” scene in Phantom
of the Opera) but as ongoing themes, as
do arguably Bride of Frankenstein and the
other sequels in that franchise. While
early tales such as “Herbert West –
Reanimator” and “The Lurking Fear”
both feature corpses and plenty of ‘em,
Lovecraft’s body count dwindles as his
fiction gets more cosmic. (The arguable
exception, At the Mountains of Madness,
features multiple vivisections, albeit
all at a remove.) Here, the explicitly
forensic nature of GUMSHOE can help
convey that Silver Nitrate Gothic feel –
describing the corpse in detail should
provide both clues and grue.
Economic Fear
Skal also argues that the arrival of
the horror film genre and the Great
Depression were not unconnected.
Audiences, he says, sublimated and
transferred their economic fears into
supernatural terrors, expiated at least
momentarily on the silver screen.
Ann Darrow in King Kong, and Mary
Gibson in 7thVictim, both explicitly skirt
economic disaster before toppling into
their respective horrors. Bela Lugosi can
represent both predatory capitalism and
dehumanizing Communism (depending
on the viewer) in both Dracula and
White Zombie. In The Wolf Man, Larry
Talbot adds class insecurity to his other
identity problems – is he a middle-class
American or a British aristocrat? Class
conflict is even more pronounced in
other British-set films of the era, from
Dr. Jekyll & Mr. Hyde to The Body Snatcher to
The Lodger. Lovecraft’s greatest evocation
of economic fear comes in “The Shadow
Over Innsmouth,” featuring the devil’s
bargain for prosperity with the Deep
Ones, and its dismal outcome. That
said, the stricken Gardners in “The
Colour Out of Space,” and even the
impoverished urban victims in “Dreams
in the Witch-House” and “Haunter of
the Dark” demonstrate that even the
most reactionary of authors was not
immune from the economic currents of
the Depression. Motivating Investigators
by naked greed (or by desperation as
their obsession with the Mythos erodes
their Credit Rating) may or may not
be possible in any given campaign, but
economic tension and despair can always
drive NPCs to foolish or evil acts.
Blasphemy
The Silver Nitrate Gothics seemingly
rejoice in blasphemy. Henry Frankenstein
has replaced both God and Adam, there
are Satanic cults in The Black Cat and
The 7th Victim, Count Dracula becomes
Renfield’sinvertMessiah,andeverywhere
the natural, Godly order is mocked.
Conventional religion is almost never
shown in a sympathetic or helpful guise,
but revealed only as the stark negative to
the horrors on screen. Again, for all that
Lovecraft uses the term “blasphemous”
to describe his monstrosities, religion is
not mocked so much as almost entirely
absent in Lovecraft. (With the exception
of the cuckoo’s egg cult of the Starry
Wisdom, nestled in the abandoned shell
of a Providence church.) Where a Pulp
idiom game might present crucifixes and
holy water as suitable weapons against
the undead, a Purist game can bring
a church, or even all human religion,
into the foreground as yet another
symbolically mutilated corpse.
Randomness
Finally, the Universal horrors are
surprisingly random. Becoming the
reincarnated target of a mummy’s
passion, or stumbling into an old dark
house, or having a vampire as a next-door
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neighbor, is almost always a matter of
pure chance. “Even a man who is pure of
heart,” after all, can become a werewolf.
For all Lovecraft’s conceptualizing of
an arbitrary cosmos, virtually all of his
protagonists invite their own doom,
Frankenstein-style. Only the narrator of
“The Picture in the House” (who takes
a classic Old Dark House-style “shortcut”
in a storm), the Gardner family struck
down by an almost literal bolt from the
blue in “Colour Out of Space,” and the
elder Peaslee in “Shadow Out of Time,”
randomly selected by the Great Race of
Yith, truly embody the random victim.
The Keeper can emphasize such things
by aiming the trail of clues toward the
arbitrary cause rather than toward the
victim’s behavior, or simply by rolling
dice to select the next victim in the
narrative thread.
The End … ?
Even at their most arbitrary, the universal
horrors of the Silver Nitrate Gothics still
yield to a higher order. The monsters
are defeated, usually by embodiments
of order, whether traditional (the mob
of reactionary peasants), religious
(crosses, hellish fire, or silver bullets),
or dramatic (conventional human love
triumphs over Dracula, the Mummy,
and Kong). This happens more rarely
in Lovecraft -- “The Dunwich Horror,”
“The Shunned House,” Charles DexterWard
-- though it does happen. Most Trail of
Cthulhu adventures will probably end
likewise. But in the Universal horrors,
just like in Trail of Cthulhu campaigns,
there’s always a sequel. There are always
monsters surviving from the past, always
new madmen playing God, always
desperate fools waiting to be deceived.
The world of the Silver Nitrate Gothic is
more Lovecraftian than we think.
TRAIL OF CTHULHU
BACKLOT GOTHIC
East Of Switzerland,
West Of Hell
When the investigators travel to the
Backlot Gothic setting, they’re leaving
the “hacked from the history books”
world that is the default for Trail Of
Cthulhu and entering a nether region
that is less a location than a literary
conceit. It is an eerie atmosphere
evoked through wildly expressionistic
visuals, florid dialogue, and a sometimes
dreamlike logic.
The phrase “Backlot Gothic” is not a
term in use by characters in the world. In
the movies that inspire it, sense of place
is deliberately obscured. Instead, the
investigators might be told that they are
traveling to a “certain remote province
in the dark heart of Europe.” Sometimes
a specific region will be identified—
most notably Transylvania. More often,
characters may refer to being situated
in a province or state but will never
state where exactly they are. Cultural
markers, from costumes to proper
names, mix German, Swiss, Austrian
elements with hints of Czechoslovakia,
Hungary, and Romania. Amongst these
influences one also finds a heady streak
of imaginary, Gothic-revival England.
The characters of Backlot Gothic are
aware of the rest of the world, making
reference to places like England and
America, but are detached from the
historical horrors slowly tightening
their grip on it. Though a place of
morbidity and doom, Backlot Gothic
is also an escapist fantasy. It may be
very near to Austria, but you’ll find
no swastikas, no Gestapo officers, and
no Hitlerian oratory blazing from the
radio.
Dread Albion
On certain nights, when the moon is full and the color drains from the
land, some sections of the British Isles take on a terrible remoteness, displaying
an unmistakable kinship to the Backlot Gothic setting. For a similar excursion
into celluloid horror on the Yorkshire moors or Scottish Highlands, strip out
the central European costumes, names and job titles, but keep the gloomy
atmosphere, Gothic scene descriptions, and sense of arrested modernity.
Downplay the technological restrictions that prevail in the Teutonic/Slavic
version of the setting. Automobiles ought to acceptable here, for example.You
don’t have to resort to literary conceit to rule out tommy-guns, which are
already highly restricted throughout the country.
For that matter, you’ll find no radio,
as Backlot Gothic is curiously unstuck
in time. Just as it blends cultural
indicators from English, Teutonic and
Balkan cultures, its chronological sign
posts are a hodge-podge ranging from
the renaissance to the modern. Here
you’ll find trains but no automobiles;
instead the primary land conveyance is
the horse-drawn carriage. The haunted
backwaters of Backlot Gothic entirely
lack airstrips, landing fields, planes,
or zeppelins. There are no radios or
telephones; investigators will have to
do their legwork by physically traveling
from the police station to the count’s
castle and then down to city hall.
Characters may wield luger pistols
but never a tommy gun. The flashlight
is unknown here; occasionally you’ll
see a mob of villagers armed with
lanterns, but the most popular source
of nighttime illumination remains the
torch—that’s the flaming kind, not
the electric. Yet at the same time, the
setting’s secret laboratories spark and
fizz with futuristic equipment bordering
on the fantastical. A mad scientist may
equip his lair with impossible devices,
such as a surveillance system which
records moving images of intruders
and broadcasts them to a viewing
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screen—in simultaneous time! However,
these remain alarming rarities—reason
alone for the townsfolk to storm the
castle, angry torches held aloft.
Because Backlot Gothic is a literary
conceit, a collection of associations
and images meant to evoke a feeling
of delicious and flamboyant dread, the
characters remain unconscious of its
geographical, stylistic, and temporal
oddities. The players may make selfaware jokes about its various departures
from realism, but their characters never
question them. Like the NPCs, they
never stop to definitively locate the
place on a map, nor do they speak out
loud the name of the country they’re
visiting. Scenes of travel between the
historical world and Backlot Gothic are
elided, to avoid embarrassing questions
of when one reality ends and the other
begins. The PC who habitually wields
a tommy-gun now has no machine gun
on his person and takes no onstage
measures to acquire one. (If the player
insists on trying to find one, you simply
tell him that his attempts have failed
and quickly move back to the storyline
at hand.)
TRAIL OF CTHULHU
Shadows Over Filmland
Absent Technologies
Stock Footage
The expressionistic horror movies of the 1930s make bold use of visuals to
evoke their world of delicious dread. In the verbal medium of roleplaying,
Keepers lack the full range of filmic devices at the disposal of film directors. To
convey visual information, you must either show the players images, or engage
in prose description. In the latter case, you might cue up brief snippets from
your DVD collection, or find appropriate clips from Internet video sharing sites.
Many groups find large sections of text read verbatim to be distancing, and tune
out after a few lines. That said, this setting, with its roots in classic literature,
is particularly well suited to brief, well-placed moments of prose description.
To that end, we’ve divided up what in another game book might be sections of
descriptive text meant for the GM alone into blocks of text we’re calling “stock
footage.” Like the filmic equivalent, these are pieces of description ready to
drop into a narrative context of your choosing. These can be used at appropriate
moments in any of the scenarios provided in this book, or in cases of your own
devising. For example, the description of train travel given on this page is suited
to the investigator’s first journey into Backlot Gothic, whatever that happens to
be in your campaign.
Accordingly, we’ve written much of the description in this chapter in the second
person, so that it not only tells you, the Keeper, what sort of visual images to
associate with it, but is packaged to allow you to convey these to the players.
Paragraphs of stock footage are preceded by the identifying <SF> icon. They are
preceded by a brief descriptive tag, in boldface, so you can find them by quickly
scanning this chapter when needed. Stock footage passages are broken up into
short passages; unless your group is unusually hungry for canned text, avoid
reading more than one of them at once. The more sparingly you use them, the
more powerful they’ll seem. Editing or paraphrasing the stock footage passages
as needed to fit the situation at hand.
Stock footage can also create the illusion that the group is on the right track in
a closely prepared adventure. This can be useful for groups who crave a sense of
strong direction. For groups who fear railroading, show your hand, telling them
that the narrated passages float free from any pre-scripted storyline.
You may find it useful to prepare for scenarios of your own creation by writing
sections of stock footage tailored to them. The group may or may not venture
into the old mill; if they don’t, you can always clip and save your old mill
description for a later case.
When writing your own descriptions, subliminally drain this world of color.
Omit mention of shades; instead, talk of light and dark, of shadows and
gradations.
Movie fans learn to recognize certain bits of overused stock footage. Unless
you’re intentionally trying to underline the unreality of your game setting,
you’ll want to avoid this effect, by ticking off the descriptions after using them
for the first time. Otherwise you might earn an unintended laugh by reusing a
memorable bit of prose.
Stock footage is another example of a GUMSHOE player-facing technique:
it takes something normally reserved for the GM (in this case, background
description) and turns it around to face the players.
12
It’s easy enough to determine
that certain categories of item—
including cars, planes, telephones,
and flashlights—are unavailable
here. When certain items in a
category seem right and others
don’t, the task becomes trickier.
For example, the following
firearms are not available:
Nambu Type 14 pistol, Walther
P38 9mm, FN Browning High-Power
9 mm, Smith & Wesson Model 27
.357 Magnum revolver, Thompson
M1921 submachine gun, “Schmeisser”
MP28 submachine gun.
Guns are always rare. Even the
local inspector may be unarmed.
Members of the gentry likely
possess rifles and shotguns for
hunting. The most sophisticated
missile weapon fielded by mobs of
enraged townsfolk is the thrown
rock. Most brandish farming
implements: hoes, shovels, rakes,
and, of course, pitchforks.
On the other hand, dynamite
unquestionably exists here,
and is accessible even by the
peasantry. They may threaten
to blow up haunted castles, or
wreak explosive havoc during
a scenario’s final descent into
monstrous anarchy.
When in doubt, resort to the
overall rule: if it doesn’t feel like
it would be in a classic 30’s horror
movie, it can’t be found in Backlot
Gothic, and its absence is not an
issue to the people who live there.